From 7115f60b91b5717d90f643fd692010905c7004db Mon Sep 17 00:00:00 2001 From: Bryan Galdrikian Date: Thu, 31 May 2018 11:36:08 -0700 Subject: Blast 1.1.3. See docs/release_notes.txt. --- .../Plugins/Blast/NvBlastExtShadersWrapper.cs | 82 +++++++++++----------- 1 file changed, 41 insertions(+), 41 deletions(-) mode change 100644 => 100755 examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs (limited to 'examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs') diff --git a/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs b/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs old mode 100644 new mode 100755 index 68b311d..21e208c --- a/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs +++ b/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs @@ -1,42 +1,42 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.Runtime.InteropServices; -using UnityEngine; - -[StructLayout(LayoutKind.Sequential)] -public class NvBlastExtRadialDamageDesc -{ - public float compressive; //!< compressive (radial) damage component - public float p0; - public float p1; - public float p2; - public float minRadius; //!< inner radius of damage action - public float maxRadius; //!< outer radius of damage action -}; - -[StructLayout(LayoutKind.Sequential)] -public class NvBlastExtMaterial -{ - public float singleChunkThreshold; //!< subsupport chunks only take damage surpassing this value - public float graphChunkThreshold; //!< support chunks only take damage surpassing this value - public float bondTangentialThreshold; //!< bond only take damage surpassing this value - public float bondNormalThreshold; //!< currently unused - forward damage propagation - public float damageAttenuation; //!< factor of damage attenuation while forwarding -}; - - -public static class NvBlastExtShadersWrapper -{ - public const string DLL_NAME = "NvBlastExtShaders" + NvBlastWrapper.DLL_POSTFIX + "_" + NvBlastWrapper.DLL_PLATFORM; - - #region Dll - [DllImport(DLL_NAME)] - private static extern bool NvBlastExtDamageActorRadialFalloff(IntPtr actor, NvBlastFractureBuffers buffers, NvBlastExtRadialDamageDesc damageDescBuffer, UInt32 damageDescCount, NvBlastExtMaterial material, NvBlastWrapper.NvBlastLog logFn, NvBlastTimers timers); - #endregion - - public static bool DamageRadialFalloff(this NvBlastActor actor, NvBlastFractureBuffers buffers, NvBlastExtRadialDamageDesc damageDescBuffer, UInt32 damageDescCount, NvBlastExtMaterial material) - { - return NvBlastExtDamageActorRadialFalloff(actor.ptr, buffers, damageDescBuffer, damageDescCount, material, NvBlastWrapper.Log, null); - } +using System; +using System.Collections; +using System.Collections.Generic; +using System.Runtime.InteropServices; +using UnityEngine; + +[StructLayout(LayoutKind.Sequential)] +public class NvBlastExtRadialDamageDesc +{ + public float compressive; //!< compressive (radial) damage component + public float p0; + public float p1; + public float p2; + public float minRadius; //!< inner radius of damage action + public float maxRadius; //!< outer radius of damage action +}; + +[StructLayout(LayoutKind.Sequential)] +public class NvBlastExtMaterial +{ + public float singleChunkThreshold; //!< subsupport chunks only take damage surpassing this value + public float graphChunkThreshold; //!< support chunks only take damage surpassing this value + public float bondTangentialThreshold; //!< bond only take damage surpassing this value + public float bondNormalThreshold; //!< currently unused - forward damage propagation + public float damageAttenuation; //!< factor of damage attenuation while forwarding +}; + + +public static class NvBlastExtShadersWrapper +{ + public const string DLL_NAME = "NvBlastExtShaders" + NvBlastWrapper.DLL_POSTFIX + "_" + NvBlastWrapper.DLL_PLATFORM; + + #region Dll + [DllImport(DLL_NAME)] + private static extern bool NvBlastExtDamageActorRadialFalloff(IntPtr actor, NvBlastFractureBuffers buffers, NvBlastExtRadialDamageDesc damageDescBuffer, UInt32 damageDescCount, NvBlastExtMaterial material, NvBlastWrapper.NvBlastLog logFn, NvBlastTimers timers); + #endregion + + public static bool DamageRadialFalloff(this NvBlastActor actor, NvBlastFractureBuffers buffers, NvBlastExtRadialDamageDesc damageDescBuffer, UInt32 damageDescCount, NvBlastExtMaterial material) + { + return NvBlastExtDamageActorRadialFalloff(actor.ptr, buffers, damageDescBuffer, damageDescCount, material, NvBlastWrapper.Log, null); + } } \ No newline at end of file -- cgit v1.2.3